Protoss' strength lies in the deathball, not individual units. So dropping zealots to harass will only put you further behind. The only viable way of dropping zealots as far as I can see is pushing out with your deathball AND warping in units from the prism into his base at the same time.
Really? I don't know if this is necessarily true.
Zealot drops/warp ins are economically viable. I mean, first of all, you'll get worker kills, 100 minerals per worker (50 for lost worker, 50 to remake) and a zealot will more than easily pay for itself once it gets into the mineral line.
In addition, he'll have to move his army back (or at least some of it) to deal with the drop. This way, you also get scouting information as well as the added bonus of delaying any pushes (at least for a few seconds). This is when you're right about pushing and warping at the same time, the army is split up meaning that it will be easier to take out.
Also, I don't know if there is a strict definition for a 'death ball', but from my perspective I think 200/200 supply. You can't warp in at 200 supply.
As I see it, unless it gets shutdown completely without doing economic damage, I'm pretty sure that a zealot/dt warp in is economically viable. That being said, I'm not pro, I could be wrong.:P
Quote:
Originally Posted by ProAnnn
Back to the topic, you shouldnt have the wrong composition if you scouts him constantly. If he is going ling/muta, you should be able to know when u notice that he doesnt have roaches. You should be able to change your composition.
About coming back, it is possible to come back with a collosus/gateway composition. Just suicide ur zealots to his 3rd/4th while warping in tons of stalkers to counter the mutas. Get blink ASAP.
Thanks, sounds pretty right. I'll try this next time I get caught out. Though, I feel like my scouting is getting better and therefore, this happens less and less.
Last edited by rheotron; Sat, 9th-Jul-2011 at 11:38 PM.
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